[Sidefx-houdini-list] Sprites and Mantra

Andrew D Lyons tstexture at gmail.com
Mon Oct 16 13:43:57 EDT 2006


Have a look at this thread.

http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&perpage=20&revdate=on&datestart=&dateend=&author=&subject=optimizing+based+on+opacity&exactsubject=&search=&submit=Apply

----
Opacity Limit

	Sets the maximum opacity that will be considered non-opaque. Setting
this value below 1 allows speedups in scenes with transparency.
----

Maybe try that with Mario's shader code.

Cheers


On 16/10/06, Andrew D Lyons <tstexture at gmail.com> wrote:
> I had this problem once with leaf shapes on square cards. I seem to
> remember something  being added to mantra afterwards which solved this
> problem. Maybe it was this (look in deep raster tab of mantra rop):
>
> ---------------------------------------
>
> Sample Filters (Mantra)
>
> A sample filter determines how a list of samples is collapsed to a
> single sample value, for later application of a Pixel Filter. Sample
> lists will usually only have a single entry for a fully opaque
> surface, but may be larger when many semi-transparent objects cover
> that pixel. Sample filters are only available for deep raster planes.
>
>     * Closest surface - The value from the closest surface is selected.
>     * Opacity filtering - The sample values are composited using the
> surface opacities.
>
> Tip
> For extreme power in post-processing rendered frames, render into the
> compositor and use the compositor to process the frames.
>
> -----------------------
>
> So I'm guessing you should try "Opacity filtering". Give it a whirl
> and tell us if it works. Sorry for not being more helpful if it
> doesn't. :)
>
> Cheers
>
>
>
> On 16/10/06, Jean-Claude <jclaude at mimgfx.com> wrote:
> > -----BEGIN PGP SIGNED MESSAGE-----
> > Hash: SHA1
> >
> > Hi Guys,
> >
> > I'm having problems with sprites that now i cant even count how many I have...
> > but I need a solution for this first problem... how do I tell mantra .... how many overlapping sprites to consider?
> > is there a sort of "ray depth"?... I have a sphere which emit static particles... and such particles are shaded with a
> > VOP shader which makes a gradient opacity...
> >
> > when sprites overlap (quite always in my case) I've got a square.. with black area where it should be transparent...
> > Alpha in mplay is what I'd expect.. its ok... but color... nope.
> >
> > thanks for any help....
> >
> > p.s. I'm trying to make a smoke effect with sprites...
> >
> > - --
> > .: jean-claude
> > .: mimgfx dot com
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>
> --
> =======================================
> Andrew D Lyons | Digital Artist | http://www.tstex.com
> =======================================
>


-- 
=======================================
Andrew D Lyons | Digital Artist | http://www.tstex.com
=======================================



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